Commit Graph

654 Commits

Author SHA1 Message Date
Leland Kemble
571e0f53db Changes the white filing cabinet's path from filingcabinet/filingcabinet to filingcabinet/white (#92729) 2025-08-26 22:52:22 -06:00
Yobrocharlie
7a776c2c86 updating caves for a downstream (#92529)
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## About The Pull Request

This is for a downstream, I do not think that this should be re-enabled
for tgstation and I think it should stay disabled for tg.

## Why It's Good For The Game

fixes a 50 gragillion year old issue
https://github.com/tgstation/tgstation/issues/79993 which i dont think
was an issue- but bigger issue is that every single tile on caves.dmm is
just var-eddited so this removes those var-eddited tiles and just makes
the atmosphere normal, this also removes a few things such as

HE grenades -> Frag grenades
Plasma fist -> Krav maga gloves
soulstone shard -> purified soulstone shard so people cant make
artifical cults

Along with this- it also fixes a bunch of issues caused by atmospheric
differences on roundstart tiles.

## Changelog

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🆑
fix: fixed caves.dmm's runtimes for a downstream
/🆑

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2025-08-26 00:06:01 +00:00
FalloutFalcon
2f932ccc88 [MDB Ignore] Converts all mapped space turfs into space/basic (#92385)
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
2025-08-06 01:02:17 +00:00
Thunder12345
d97c57b263 The Glitterening (#92226)
## About The Pull Request

Adds a number of new capabilities to glitter.

- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>

- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>

- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>

Resprited glitter to support these changes and make it not look like gas
(or ass).

## Why It's Good For The Game

It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.

## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
2025-08-03 00:25:58 +10:00
SmArtKar
eed3f05278 Deletes a misplaced basetype sign on snowcabin (#92268)
## About The Pull Request

Closes #92233
Wasn't able to find what it was supposed to be, so I'm assuming its
misplaced.

## Changelog
🆑
fix: Deleted a misplaced basetype sign on snowcabin
/🆑
2025-07-23 23:44:37 +00:00
SyncIt21
f57f95aa95 [MDB Ignore] General maintenance for SMES (#91587)
## About The Pull Request
- SMES now directly gives/takes charge to the power cells stored inside
its component parts instead of modifying a `charge` variable whose value
was set from the total charge of its stored cells
- Removed `capacity` var. It's now derived from the total cells
`max_charge`. Even then its value was set to this so manually setting it
was a waste
- Fixes #71918. Because of point 1, this also means if you install
rigged cells in the SMES it now explodes
- Adds examines & screentips for installing terminal & other tool acts
- Smes can be connected to the powernet with a multitool with the panel
open after construction.
- General maintenance for portable smes as well. Repaths it to machine
subtype instead of power cause all it's functionality wasn't used
- Removed a bunch of unused defines, autodoc and shuffled around other
code

## Changelog
🆑
qol: SMES has examines and screentips for various stuff
code: Improved code of SMES in general
fix: smes can be connected to the powernet with a multitool with the
panel open after construction
refactor: SMES now functions consistently with its power cells & the
RPED.
/🆑
2025-07-12 16:21:58 +02:00
Ghom
14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

## Changelog

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-08 13:57:10 +02:00
carlarctg
0b683d175b Adds the bloodroach (#91383)
## About The Pull Request

Adds bloodroaches.


![image](https://github.com/user-attachments/assets/2f122787-0a22-4ff3-9c9b-7e14ca479369)

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!


![image](https://github.com/user-attachments/assets/1ff744ed-a61b-4f6b-8d1c-28664f7a953f)

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.

They have a 1% chance of spawning in place of normal roaches.

They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges

Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game

Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
2025-06-04 14:57:11 -07:00
SmArtKar
b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
MrMelbert
685ca9db69 [MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
## About The Pull Request

- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)

- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.

- Removed gauze on sink / cloth on sink interaction.
   - Can't really wash gauze with it, plus it's redundant.

- Damp rag is no longer a cup.

## Why It's Good For The Game

Damp rag is just "soap without any downsides", which is kinda lame. 
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.

Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.

## Changelog

🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
2025-05-16 13:49:27 -07:00
Tim
6b3a31e060 Add CI map linter for window and electrified grille spawners (#91090)
## About The Pull Request
Remake of:
- #79867

This adds a new map linter that checks that there are no walls spawning
inside of windows and vice versa. This also checks to make sure there
are no grilles spawning twice due to a mapper using the electrified
grille spawner with windows. I had to modify the python files to handle
new linter rules for an `ignore` section that has been included in the
README.

There were about two dozen mapping issues where these lints fail that
have now been fixed.

## Why It's Good For The Game
Better mapping and consistent mapping.

## Changelog
🆑
qol: Add CI map linter for window and electrified grille spawners
map: Fix many duplicate windows, walls, and grilles spawning together or
inside each other on a bunch of maps.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-05-12 16:32:55 -07:00
Jacquerel
5c08ae27ed Adds "deep water" that you can drown in (#90587) 2025-04-21 08:06:06 -07:00
Twaticus
d9450a41e3 Crafter's Toolbox (#90639)
Title makes the pr sound cooler than it actually is 😏 

## About The Pull Request

Splits Artistic Toolbox into a painting related one, and a crafting
related one.
Artistic Toolbox now includes Crayons, 2 Spray Cans, Paint Palette, and
3 Buckets of Adaptive Paint.

![dreamseeker_wrGjs9HcXC](https://github.com/user-attachments/assets/f7edae0f-32d1-471f-a989-6410d389bba8)
Crafter Toolbox includes Crayons, Camera, Film Cartridge, Chisel, and
various colors of Pipe Cleaners.

![dreamseeker_pEyY6pkEr8](https://github.com/user-attachments/assets/69666273-8a3a-4c5e-938f-a33211aab1e2)
(camera is kind of a placeholder for more 'crafty' future additions)
Removes crowbar from artistic toolbox cause i thought it was weird.

Renames fishing toolbox.
Gives fishing toolbox its own inhands.
Renames artistic toolbox inhands.

Replaces some crayon/chisel/pipe cleaner spawns with artistic and
crafter toolboxes on various maps.

## Why It's Good For The Game

i think it'll be useful in the future and sometimes i wanna map in a
painting toolbox without a billion pipecleaners in it
also hot pink toolbox duh

![dreamseeker_M3O3IgEQaW](https://github.com/user-attachments/assets/ce71977d-cf4a-4085-be08-0ba901c5eb98)
## Changelog
🆑
add: Adds a crafters toolbox storing chisels and pipecleaners. Artistic
toolbox now stores various painting supplies instead.
/🆑
2025-04-20 15:59:19 -07:00
SmArtKar
eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
Hatterhat
0ff75d301e SKS interaction tweaks and bolt-action rifle interaction fix (#89760)
## About The Pull Request
The SKS was repathed to the bolt rifle subtype in order to make it not
eject its entire magazine, and to make it act more like its real
counterpart (e.g. you have to keep the bolt open/locked back in order to
load more ammo).

Also fixes the issue where bolt-actions' interaction blocking was
non-functional due to being moved to a different proc, so now you need
to open the bolt on bolt-actions (and now the SKS) to load ammo.)

## Why It's Good For The Game
Ejecting your entire magazine on-use kind of sucked. The
bolt-open-to-load thing is for funsies.

## Changelog

🆑
fix: The Sakhno SKS no longer ejects its entire internal magazine upon
interaction. To facilitate this, it now requires the bolt to be open
like its bolt-action contemporaries in order to load ammunition.
fix: You can no longer force ammunition into Sakhno precision rifles and
other bolt-action-likes through a closed bolt.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-03-07 19:49:56 +01:00
necromanceranne
0619c2a21c Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request

No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.

The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.


![image](https://github.com/user-attachments/assets/5de3752f-a664-4c8f-8d44-9f3ea6a3d8d1)

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.


![image](https://github.com/user-attachments/assets/d5af5abd-3dba-463d-81dd-402291f534b6)

## Why It's Good For The Game

This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.

The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.

Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.

## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
2025-02-21 14:25:42 +00:00
necromanceranne
e9471b00b0 Adds the NT BR-38 Battle Rifle. A sci-fi hybrid gun, but better than the last attempt. Only SOMETIMES fails at existence. (#88095)
## About The Pull Request

A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853

The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.


![image](https://github.com/user-attachments/assets/456aba07-ba0a-4ad3-993c-7fc2bc1395d6)

Sprites by OrcaCora.

### Some of its features

The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.

The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.

To recalibrate the gun, you can do one of two things; 
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.

### Some of its downsides

The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.

It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.

### Where can I find it? What about ammo?

You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.

There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)

### New .38 ammunition types

True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).

It is printed once the station gets Exotic Ammo.

## Why It's Good For The Game

This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.

Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.

Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.

In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.
2024-12-13 19:46:24 +00:00
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Da Cool Boss
ac6231b432 Rebalances Donksoft vendors. (#86542)
## About The Pull Request
![!](https://i.imgur.com/bml0Ivn.png)
![!](https://i.imgur.com/TVDaHPa.png)
![!](https://i.imgur.com/p098Hd4.png)

Notable changes:
- Prices have been increased across the board. They're about on par with
the good clean fun vendor now.
- Less of each item. The machine will have to be restocked more often.
- Fake emags and fake hot potatoes are now avaliable.
- The ammo boxes are half-size boxes (20 darts) in the non-syndicate
vendor. Each foam dart costs 5 credits, and every riot dart costs 10
credits. The syndicate vendor sells the old size of boxes (40 darts) for
the same price, getting twice as many darts per credit.
- Syndicate balloon is now in the contraband section. There is only one
of them per vendor and they cost 999 credits.
- Replica space suits come in boxes now, instead of the parts being
bought seperately.
- All toy guns bought from the syndicate vendor are loaded with riot
darts.
- No more discounts for service jobs. Everyone pays the full price.

## Why It's Good For The Game
The current vendor isn't balanced very well, the pricing is a
placeholder and the vast amounts of gear in them make them a
destabilizing element when it makes its way on station. Spawning a lot
of high-end riot dart guns is easy, and the fact that this has 5
syndicate balloons with a value of 20 telecrystals avaliable for
effectively free is simply absurd. Reining it in a little makes it
easier for mappers and admins to put these machines in player-accessible
spots without worrying about it derailing rounds or empowering griefers.

Additionally, this change makes this vendor play nicer with the new
vending restock economy.

None of the pricing changes affect any vending machine that was mapped
in off the station z-level. Lavaland syndicates will continue not to be
charged for using their machine.
## Changelog
🆑
balance: Donksoft vendors now stock slightly more items, slightly less
of each item, and has increased prices across the board.
/🆑
2024-09-30 18:11:23 -04:00
jimmyl
54d979562c fixes password paper in museum (#86913)
## About The Pull Request

closes #86898

## Changelog
🆑
fix: fixed password paper in museum
/🆑
2024-09-26 19:59:51 +02:00
MelokGleb
5171034a1b Fixes museum doors (#86766)
## About The Pull Request
fixes museum doors having different door id
## Why It's Good For The Game
fuck bugs
## Changelog
🆑
fix: doors in museum now work correctly
/🆑
2024-09-21 00:04:09 +02:00
Bloop
feb474550f Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request

Once upon a time, vending machines were access locked I guess? It's been
so many years since that has been the case that most people don't
remember (including myself).

This just removes all the old unused req_access lists that reside on the
various vending machines.

## Why It's Good For The Game

Less chance of cargo culting something that serves no purpose anymore.

## Changelog

Nothing player facing I should hope

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-10 14:41:42 +00:00
Ghom
d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
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(NOT BEING INCLUDED)
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
SmArtKar
151d2bfc90 Fixes a typo on snowdin shuttle transi(s)t consoles (#86055)
## About The Pull Request

Closes #86053

## Changelog
🆑
spellcheck: Fixed a typo on snowdin shuttle transi(s)t consoles
/🆑
2024-08-25 18:07:12 -06:00
Ghom
73081bcff0 Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request
This PR adds a new persistent feature: message inside bottles. These are
basically glass bottles with inside a piece of paper, a photo or space
cash (no holocredits, and most bills rarely go over 1000 credits anyway)
from a previous round, which can be fished at the beach, or from the
relative fishing portals.

Each piece of written paper or photo that isn't map-loaded has a roughly
a 0.2% chance to be added to the message bottles database at the end of
the round. However, you can also manually toss a glass bottle with
inside a paper/photo/bill into the ocean (or a fishing portal generator
with the ocean/beach module loaded) for guaranteed results.

The bottles are removed from the database once fished up by the by,
unless tossed back into the ocean.

I've also offset a couple bottle sprites that weren't properly aligned
(for the message overlays).

TODO:
- [x] add a couple (20 prob or less) message bottle spawners to the
beach away mission or something.
- [x] add a few sounds for adding and removing the message from the
bottle. (pickup/drop sounds already handle that)
- [x] test it properly.

## Why It's Good For The Game
I think it'd be neat to have a way to send photos, snarky "seek grass"
messages, as well as the occasional financial aid to future players, and
furthermore, another thing to tie fishing to.

## Changelog

🆑
add: You can place papers, photos and cash bills (no holochips) inside
bottles and then toss them into the ocean (or fishing portal gen with
relative settings) with right-click, for others to fish them up on
future rounds.
/🆑
2024-08-24 01:31:38 -04:00
Ghom
e5761e0bfc Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) 2024-08-18 16:07:35 -04:00
Ghom
d9168e7254 Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑
2024-08-16 15:53:52 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Ghom
e00eb5ec6a Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request
I've a few gripes with start points and the gateway delay. First of all,
there's no way to discriminate peaceful away locations that do not need
a with a 30 minutes timegate from the rest. Places like the beach and
the museum hardly have anything OP that could tip the scales.

Second, none of the awaystart landmarks have identifiers of their own,
which means all awaystart landmarks from all away missions are linked
under the same destination point datum. This is hardly an issue in the
current state where only one map is ever loaded and all maps have only
one way in that directs you to one of several locations at least until
the gateways are linked, but it's nevertheless something that I have to
take care of, since the config requires it.

## Why It's Good For The Game
See above.

## Changelog

🆑
config: Added a config for specific gateway delays so locations like the
beach and the museum don't have to take 30 minutes to become available
like the rest.
/🆑
2024-07-29 15:56:09 +00:00
Yobrocharlie
c024c101f6 Outpost45 runtime fix (#84864)
## About The Pull Request
fixes a few runtimes
## Why It's Good For The Game
makes outpost 45 cause less lag and adds a new tile, asteroid gravel
which is mechanically identical, but adds nothing actually new to the
outpost
## Changelog
adds a new tile, asteroid gravel which is mechanically identical to the
old var eddited asteroid sand.
🆑
fix: makes outpost45 cause less lag
/🆑
2024-07-12 00:05:15 +02:00
Jolly
365223d7bc [MDB IGNORE] Map lints the piping_layer var and scrubs it off our maps (#84686)
## About The Pull Request
Title, continuation of #84385

## Why It's Good For The Game
Continuation of my previous PR, this time with the other var being
banned and additional lint.


![343862369-b3c75eb8-1923-43e9-a15d-0a54b0c91c20](https://github.com/tgstation/tgstation/assets/70232195/cc6ed257-fd02-4994-9ae8-3d693713e648)

I also added new subtypes to the required atmos machinery that needed
it. This'll add transparency to what layer a machine will be on and make
it easier to set up pipe networks while mapping, instead of guessing "I
hope this'll connect!". Nothing should break or go awry, I looked at
some maps to make sure and they looked fine.

Snowdin can also go rot, whoever did the pipenet there, I have a
question, `why`.

## Changelog

🆑 Jolly
code: Behind the scenes, atmos machines (freezers/mixers) in maps were
tweaked a bit. If you see them no longer connected to specific pipenets,
please make an issue report, this is not intended behavior!!
/🆑
2024-07-08 22:02:01 +02:00
Jolly
b6234d2c13 [MDB IGNORE] Map lints the layer var and scrubs it off our maps (#84385) 2024-07-01 11:09:25 -06:00
Ghom
35484728f1 Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.

## Why It's Good For The Game
This should fix #82870, with about no side-effect aside them no longer
being edible by moths 🤢.
2024-06-29 12:44:48 -05:00
Jolly
e3cc97d3de [MDB IGNORE] Gives telescreens mapping directionals + adds a map lint for them (#84261)
## About The Pull Request

Title.

## Why It's Good For The Game

The telescreens that are used primarily in head offices are.. a mess.
The parent of all telescreens is also a gigantic mess.

*I've opted AGAINST making an updatepaths here and decided to hand fix
all of these. There's not a lot, but I can't make an edge case for
everything. Some of their nudges are a bit wonky too, and I want to make
sure noting looks off. Theres also a handful of prefabs on the parent
telescreen that I want to individually look at.*

Updatepaths or not, this is going to be a "smaller" one of "those" PRs
that I've done thusfar, or so I think.

Prevents more mapping sin like this (THERE ARE SUBTYPES WHY ARE YOU
MAKING "NEW" ONES ON THE PARENT?? STOPPPP)

![image](https://github.com/tgstation/tgstation/assets/70232195/020a2e03-85ce-43f8-8eee-ad3764655c82)

The sprite edits are necessary to make sure the mapping helper macro
works, otherwise they'll be inverted.

## Changelog

N/A
2024-06-26 19:37:36 -07:00
Ben10Omintrix
13d759b1a8 basic firebots refactor (#83861)
## About The Pull Request
this refactors firebots into basic bots. also this adds a small addition
of emagged firebots giving out (extremely dubious) fire safety hazard
tips!

![firebotline](https://github.com/tgstation/tgstation/assets/138636438/0f987ae8-f421-48e9-b289-cbd86794ead7)

## Why It's Good For The Game
refactors firebots into basic bots and makes them alot more responsive
and helpful

## Changelog
🆑
refactor: firebots are now basic bots
/🆑
Fixes #83568

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-27 00:40:54 +00:00
Watermelon914
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
norsvenska
305c21ab66 Corrects all 3 improperly rotated recyclers (Snow Cabin, Deep Storage, Cyborg Mothership) (#83871)
## About The Pull Request
The recyclers (those things that destroy trash in disposals) in three
instances were rotated incorrectly.
Snow Cabin's lumbermill and the Deep Storage waste room had their
recyclers perpendicular to the conveyor they are on (bad)
The Cyborg Mothership's recycler was facing the wrong way on its
conveyor, causing things to go through it in reverse (bad)
## Why It's Good For The Game
why have a recycler on a conveyor belt when the conveyor just runs into
the side of it (or, in the cyborg ship's case, through the back of it)
## Changelog
🆑
fix: The recyclers in the snow cabin gateway, the cyborg mothership, and
the deep storage space ruin are now rotated properly.
/🆑
2024-06-11 16:37:46 -07:00
YesterdaysPromise
8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00
Pickle-Coding
5c31529dea [NO GBP]Fixes some mapped SMES starting with low energy. (#82203)
## About The Pull Request
Scales them all by up to 20 to account for removing the dumb SMESRATE
define. This isn't a 100% conversion for every SMES because it would go
beyond their capacity (old SMES use to duplicate cell energy, so they
had a higher capacity than their cell parts imply). Also removes
instances of varediting their capacity to fucking 1e+600 and replaces
them with magical SMES.
## Why It's Good For The Game
So lavaland and crap don't instantly run out of power. Also I don't
think we should be varediting anything to 1e+600.
## Changelog
🆑
fix: Fixes lavaland SMES and other crap from not starting with enough
energy.
fix: The pirate SMES are now magical instead of secretly infinite.
/🆑
2024-03-28 22:47:47 -06:00
Ghom
95b7fa1fb7 Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.

This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.

## Why It's Good For The Game
More unit tests to make sure things are done correctly.

## Changelog

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
2024-03-27 16:01:56 -06:00
John Willard
2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -06:00
Bilbo367
8dfc3a8a30 Adds very common (3+) crayon prefabs for maps (#82072)
## About The Pull Request

Adds a bunch of crayon prefabs for the maps.

## Why It's Good For The Game

Reduces 45 map Var edits, and completely removes some Var edits.
2024-03-20 13:40:52 +01:00
Ghom
88bdabe53b Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.

To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.

As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)

*By the by, you can also find it during the national hotdog day.

Screenshots of the new location:
![museum
cafe](https://github.com/tgstation/tgstation/assets/42542238/1c0d93b7-90d5-4459-a48d-81430f0d3613)
![museum
restrooms](https://github.com/tgstation/tgstation/assets/42542238/5a9e049d-6acc-464b-998d-901e43154bae)


## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.

Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.

## Changelog

🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑
2024-03-05 18:19:39 -07:00
Bloop
4431166cf1 Adds loot blacklist, creates a maintenance spawner with decals blacklisted (#81611) 2024-02-23 09:30:17 -07:00
LemonInTheDark
b3fd20b56d Fixes a spurious runtime off loading the museum away mission (#81520)
## About The Pull Request

It loaded a random spawner on top of a chasm. The spawner has a chance
to drop the dust decal, which errors when trying to spawn on a chasm

Yayeeeeeet
2024-02-18 02:00:14 +01:00
Ghom
16009a3ccf [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) 2024-02-16 01:46:29 -07:00
jimmyl
fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00
Jolly
084f56938c [MDB IGNORE] Adds a map lint against using dir-var and icon-var edited windoors (#81272)
## About The Pull Request
Title.

Another big updatepaths PR thats been on my radar for awhile.

The dir banned var edit is self explanatory. However, I banned
icon_state from them as well as there are a big handful of windoors that
are either regular, and look like security doors, OR are their mirrored
counter part (a south right door var edited to look like a south left
door).

## Why It's Good For The Game

Avoid mapping sins like this


![image](https://github.com/tgstation/tgstation/assets/70232195/e672f64f-5bba-46f2-9043-c702497d08b2)

## Changelog

N/A to players
2024-02-07 18:20:21 -07:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00